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Realistic style Santa Claus. Real-time game ready 3D Santa Clause in AAA game development pipeline. Rigged in Maya, skinned, standard animations of Unreal skeleton are applied. FACE is NOT set for metahuman in this version
- idle
- walk
- run
- jump
- crouch
- etc
Perfectly works with for Unreal engine 5 and Unreal engine 4.
Separated meshes and textures for:
- Head
- Hair
- Hands
- Coat
- Pants
- Boots
_____________________Used software __________________Production pipeline for AAA PC/Console games:
- High poly - Zbrush
- Low poly, UV - Maya
- Baking in Marmoset toolbag
- Texturing in Substance painter
- Hair - Maya Xgen realtime pipeline (hair cards)
Renderes:HP - KeyshotTexture - Marmoset
_____________________Topology - Low poly__________________
Files:.ma.uproject textures
Professional topology for Games:
- reasonable polycount according to AAA standarts
- topology is uniform and have a good flow
- separate pieces laying on top of each other have a similar topology
- reduced polycount in less visible areas
- logicly merged meshes
- normals are unlocked
- triangulated mesh in neces
- sary areas to prevent non planar faces
______________________UV______________________Professional UV Layout:
- uv's are well packed
- texel density remaining the same (except hidden parts)
- merged uv shells as much as possible
- uv seams placed in hidden areas
- reduced shell size in low visibility areas
- checked UV direction with pattern layout
- no distortion
- for hard edges there is a cut on the uv, but not the over way
- UV is straight where it possible
________________________Textures______________________
Texture setCoat .........................4096 x 4096Pants ..........................4096 x 2048Boots .........................4096 x 2048Hands.........................2048 x 2048Head............................ 4096 x 4096Facial...........................4096 x 4096Glasses.........................4096 x 2048Lense............................ 4096 x 2048
PBR metalness roughness: normal AO basecolor roughness metallic
Additions: emissive opacity scattaring
Professional texture:
- level of detail is constant through all textures, there are no too sharp or too blurry areas
- pbr checker doesn’t have big red areas on both 30 and 50 srgb
- materials are well defined on all the channels and have a good separation no visible texture seams
- project is adjusted with unreal log file
REVIEWS & COMMENTS
accuracy, and usability.
